Just played a Stopwatch game. Joined 3 mins before the end of the first half, and played the full 15 minutes in the second half, so 18 minutes total.
At the end of the game I received 73 credits.
Just played a Stopwatch game. Joined 3 mins before the end of the first half, and played the full 15 minutes in the second half, so 18 minutes total.
At the end of the game I received 73 credits.
From http://forums.dirtybomb.nexon.net/discussion/31717/summer-squash/p2
[quote=“ArsonistCow;197737”]Smooth kindly informed people about how the base credit gain works on Reddit. I’m gonna post this info here and my own comment on the info so that nobody misses out:
[quote=Smooth][list][] The base credit earn rate is 12/min (it is less if a server has fewer than 10 players)
[] Completing a match and losing (spent the most time on losing team) gives you a +10% bonus to earnings
[] Completing a match and winning (spent the most time on winning team) gives you a +30% bonus
[] Completing a match and having the highest XP on the server gives you a +20% bonus
[] This linearly scales across the entire server:
[] The player at the bottom gets +0%
[] The player in the middle gets +10% etc…
[] Ranked plays gives a flat 2x multiplier to the base rate[/list]
So the ‘average’ player who wins/loses 50/50 and comes middle of the table will be getting +30% bonus (additive +20% for winning/losing and +10% for getting middling XP) to the base rate on average
The ‘Match Size’ penalty is intended to prevent players from farming in small groups and kicking players who join in. It’s only for less than 10 players, and it works by modifying the base rate for the duration that the server is below that number:
8-9 players = base rate of 10/min (-2)
6-7 players = base rate of 8/min (-4)
4-5 players = base rate of 6/min (-6)
2-3 players = base rate of 4/min (-8)
1 player = base rate of 2/min (-10)
There’s also a ‘Team Imbalance’ to try and get players to swap to the smaller team. The penalty for the larger team there is:
A team with +2 players gets 11/min (-1)
A team with +3 players gets 10/min (-2)
A team with +4 players gets 9/min (-3)
A team with +5 players (or more) gets 8/min (-4)[/quote]
Taking these numbers into account we’re looking at:
3h booster gives an average gain of 3554 credits per dollar, assuming a server of 10+ players with the same number of players on both teams.
6h is 3769 c/$.
12h is 4511 c/$.
18h is 4828 c/$.
Then multiply these by 2 for gain in ranked.
Compare these to the 5005 c/$ of buying Mercs, the 6258 c/$ of a 10-pack of Crafting Kits and the ~8000-11000 c/$ of buying Expert/Elite Cases.
So in essence boosters are bad value outside of ranked, but great value in ranked. Considering the wasteland that ranked currently is boosters seem pretty bad right now.
Honestly, I’d rather see ranked scaling additively instead of multiplicatively and the value of boosters significantly increased, because otherwise there’s gonna be a huge discrepancy in the value of boosters. I’d rather have them be consistently good than very good in ranked, but crap outside of that (especially since ranked is a wasteland right now).
A pricing of 0.49$, 0.89$, 1.69$ and 2.39$ would result in 5731, 6310, 6646 and 7049 credits per dollar; Slightly above most other purchasable items due to the delayed nature of the purchase. Still worse than buying Elite or Expert cases though.[/quote]
EDIT: Make sure to expand previous quotes to see the stats that Smooth posted.
Ah, I see. Less if there is less than 10 players. Must be quite a bit less than because I think there was 6 of us.
6-7 players = base rate of 8/min (-4)
So 8 credits/min. But don’t forget match completion bonus (win: +30%, loss: +10%) and/or doing well in you team bonus (+20% for the top player, +0% for the bottom, scaling linearly)
8 per min and 18 minutes alone is more than 73 credits though. I was also the top scorer in the game by a long shot. I wonder then. Maybe it was just a visual bug.
A bit of a downer imo. You buy a booster and expect a fixed amount, which you may not get because you don’t find full rooms.
I’m happy, I usually come top or 2nd, and rooms fill up pretty quickly once there’s more than 8 players. I reckon I get more than 12/min on average.
Boosters gonna boost, there’s no stopping them.
Regular players shouldn’t suffer because of them. It’s good for discouraging team stacking, but I think the player number on server shouldn’t affect it.